Game worlds are viewed from a camera, which is the viewpoint from which the game world is observed from.

learn more… | top users | synonyms

0
votes
1answer
33 views

XNA: Camera's Rotation and Translation matrices seem to interfere with each other

I've been following the guide here for how to create a custom 2D camera in XNA. It works great, I've implemented it before, but for some reason, the matrix math is throwing me off. public sealed ...
0
votes
2answers
81 views

Set new forward directions based on camera position

I have a 3rd person camera which can rotate around the player. When I look at the back of the player and press forward, player goes forward. Then I rotate 360 around the player and "forward ...
-1
votes
0answers
29 views

WebGL First Person Camera - Matrix issues [on hold]

I have been trying to make a WebGL FPS camera.I have all the inputs working correctly (I think) but when it comes to applying the position and rotation data to the view matrix I am a little lost. The ...
0
votes
1answer
67 views

Why do camera's aspect ratio look good on computer but not on Android devices?

I'm developing a game for Android devices and I have a script that solves the aspect-ratio problem for computer screens but not for my intended target platform. It looks perfect on computer, even when ...
1
vote
1answer
66 views

How to make an object move again after being stopped by collision in Unity?

I have a player object which position is always centered on the main camera's viewport. This object has a Rigidbody 2D, a box and circle collider. The player moves around a level, the level has a ...
0
votes
1answer
46 views

Problem with sprite direction and rotation

I have a sprite called Tool that moves with a speed represented as a float and in a direction represented as a Vector2. When I click the mouse on the screen the sprite change its direction and starts ...
0
votes
1answer
157 views

Moving player in direciton camera is facing

I have a 3rd person camera which can rotate around the player. My problem is that wherever camera is facing, players forward is always the same direction. For example when camera is facing the right ...
1
vote
1answer
73 views

Libgdx 2D Game, Random generated World of random size, how to get mouse coordinates?

I'm a noob and English is not my mothertongue, so please bear with me! I'm generating a map for a Sidescroller out of a 2D-array. That is, the array holds different values and I create blocks based ...
0
votes
0answers
42 views

different screens and cropping problem

I have an image that look like this in unity: but in my htc desire 500 mobile phone look like this, even in my tablet: it crops a lot. In landscape mode it is better but i have the same problem. ...
0
votes
1answer
39 views

Doing a turntable camera animation on a world matrix rather than view matrix

I have a camera class that contains a 4x4 view matrix as a member variable. Most of my camera controls work fine when doing them directly on the view matrix. In an attempt to unify all of my scene ...
1
vote
2answers
176 views

How can I keep chase camera behind player when player rotates?

I have implemented a follow camera in Unity 3D. However, if the player object rotates, the camera does not rotate with it. To fix this I used RotateAround as follows: playerRotation = ...
1
vote
1answer
62 views

How to implement camera pan like in Maya?

I am trying to implement camera pan like the one in Maya. I've got it almost working. The problem is that the mouse cursor is moving faster than the 3d mesh (in fact I am moving the camera but I ...
1
vote
2answers
58 views

Setting up a camera to make the world look large

I am attempting to configure my camera to give the impression of a normal sized player in a giant room. Since units are arbitrary, I figured this should be possible (despite the fact that the room is ...
0
votes
0answers
39 views

Add terrain collision and fix axis of camera

I made 3rd person camera script which works ok but needs few tweaks which I don't know how to fix. I'm using controller/ joystick. -Firstly, camera has this issue: when I look at the back of the ...
3
votes
1answer
191 views

“Pixel-perfect” camera positioning in 2d game

I am writing a 2d game using LibGDX. The view to the game world is top-down. The game shows a grid of lines, which looks nice when the camera is at its initial position (0,0). The problem is now that ...
0
votes
0answers
20 views

how do I know what blocks to draw in a lightweight Minecraft style game [duplicate]

I am creating a lightweight minecraft style test game in C++ using opengl es. I have come upon a problem while planning it though - what is the most efficient way to render blocks? I know about back ...
0
votes
0answers
22 views

changing camera's reference point position by a keyboard event

I would like to change the camera's reference point position using gluLookAt. I would like that it changes when I press for exemle 'a'. I tried with: void VueOpenGL::Paint(wxPaintEvent&){ ...
0
votes
0answers
35 views

Unity game view differs from scene view?

I have an issue in which Unity is not showing the Game view in accordance to that of my Main camera despite setting them up as such in the photos. Would appreciate if someone could tell me where I ...
2
votes
1answer
191 views

Orthographic Camera and Raycasting in Three.js

I'm working on a test project porting a simple game from iOS to Javascript. I've got the orthographic camera working and it can view the objects in the scene and move up and down the tower of meshes ...
13
votes
6answers
2k views

Creating a seamlessly looping 2D multiplayer level?

A discussion came up recently about how to create a 2D side-scrolling multiplayer game that can have an looping level design (Think of Starbound and how their worlds are looping). I thought the ...
0
votes
0answers
40 views

2D Orthographic camera movement clamp in any orthographic size

I have a problem, which i currently can't figure out how to solve. I am trying to calculate a clamp value for world coordinates which have to respect any camera orthographic size.I bought an image ...
0
votes
1answer
144 views

Camera controller in a 2d platformer

I'm basically bumming around using Unity's 2D creation tools, and I've managed to create a little platformer physics demo. There's a lot of work to be done, but I've got basic movement down, some ...
0
votes
1answer
47 views

Rotating a view of a chunked 2d tilemap

I'm working on a top-down (oblique) tile-based engine. I would like for the tiles to have a definable height in the world, with Characters being occluded by them, etc. This has led to a desire to be ...
1
vote
1answer
40 views

Fit a bounding box in the scene modifying FOV

Suppose I have a radius for a spherical bounding box around a mesh. My goal is to render the scene such as when the camera moves, the bounding box whose centre the camera look at, occupies always ...
0
votes
1answer
98 views

TiledMap not drawing completely [closed]

While attempting to constrain camera scrolling to within the TiledMap I discovered that it seems the renderer for the map is not drawing the entire map. The map is 1600x960px so one would assume the ...
1
vote
0answers
70 views

OpenGL/GLM Camera

I want to make a camera that can freely look and walk on X/Z plane and rotate 360 degrees. I'm using OpenGL and the lookAt function from the GLM library to create the view matrix. I've looked through ...
0
votes
0answers
65 views

MonoGame - Fuzzy Pixels When Drawing (2D)

I apologize if this has been answered somewhere; I spent quite awhile searching but couldn't find an answer. I have any issue with my 2D sprites being drawn to the screen - either the non-moving or ...
0
votes
1answer
128 views

Angled topdown perspective camera for 2.5d game

I have a 2d tile based game created using Unity's 2d tools and orthographic camera: The tiles are created by programmatically generating a mesh, assigning a texture to each pair of triangles, and ...
1
vote
0answers
64 views

How would I warp a mesh with code?

I recently asked a question about putting a camera at the head of a 3D human model here and it worked out rather well and whatnot, but there is still a problem that bothers me: How would I ...
1
vote
0answers
25 views

Scale aware adaptive camera zooming

I would like to implement an interactive zoom on a 3d object with mouse wheel.A naive approach is simple where you just scale camera marix Z poistion or modify FOV.But I would like the zoom scaling to ...
3
votes
2answers
171 views

Three Screens = Three Cameras?

I have three screens which are at an angle to each other. Basically, the left and right cameras need to move relative to the main camera in such a way that it would look like each screen is a window ...
-1
votes
1answer
143 views

Lock mouse in center of screen, and still use to move camera Unity

I am making a program from 1st person point of view. I would like the camera to be moved using the mouse, preferably using simple code, like from XNA var center = this.Window.ClientBounds; ...
1
vote
0answers
45 views

Three.js camera turning leftside right

In Three.js I am trying to implement an orbiting camera can be rotated around the x and the y axis. I am using these two functions: function rotateX(rot) { var x = camera.position.x, ...
1
vote
1answer
81 views

Pygame Scrolling Map

I have two questions. I'm working in a rogue-like and I've manage to implement a camera on the player, the camera shows just the players surroundings and is fixed in the side of the windows. The ...
4
votes
1answer
68 views

Lighting computation viewing direction

This is something that's really cooking my noodle. When I'm computing the light response for a material in my fragment shader, I'm using the standard 3 normalized vectors, in eye space: fragment ...
0
votes
1answer
116 views

Libgdx Do a fixed rotation for orthographic camera

Im trying to rotate my orthographic camera in the render loop to a fixed angle, but I can only make the camera spin with the code I got: in the create OrthographicCamera camera = new ...
0
votes
0answers
24 views

Is it possible to mask over CameraUI AS3?

My idea is to use the CameraUI to take a photo and then transpose that photo onto a blank sprite. So I want to have a mask layer over the CameraUI to line up the object with the size of the sprite. ...
1
vote
1answer
97 views

How do I create a camera?

I am trying to create a generic camera class for a game engine, which works for different types of cameras (Orbital, GDoF, FPS), but I have no idea how to go about it. I have read about quaternions ...
1
vote
1answer
181 views

How to prevent showing outside of Game Map ( Cocos2D-x ) ( Scrolling game )

I'm trying to make a tower defense game and it can zoom in/out and scrolling over my world map. How to scroll over the game and how to restrict it not to show outside of my map(black area). At below ...
14
votes
2answers
992 views

Camera vs Viewport

I'm don't have a clear understanding of what precisely is the difference between the camera coordinates and the viewport coordinates. Can anyone please clarify?
0
votes
1answer
81 views

Implementing Camera Zoom in a 2D Engine

I'm currently trying to implement camera scaling/zoom in my 2D Engine. Normally I calculate the Sprite's drawing size and position similar to this pseudo code: render() { var x = sprite.x; ...
0
votes
1answer
173 views

Change players state and controls in-game

I'm using Unity 3D Let's say the player is an ice cube. You control it like a normal player. On press of a button, ice transforms (with animation) into water. You control it completely different than ...
1
vote
1answer
235 views

OpenGL - Calculating camera view matrix

Problem I am calculating the model, view and projection matrices independently to be used in my shader as follows: gl_Position = projection * view * model * vec4(in_Position, 1.0); When I try to ...
2
votes
1answer
68 views

Why are my 2D world click-positions offset after camera movement?

I'm writing a 2D game engine. I need to add a camera to my world that can zoom in and out as well as move away from its initial position at (0,0) at the center of the world. The main issue can be ...
0
votes
0answers
47 views

Issue with turntable rotation openGL

I am trying to implement turn table like rotation in my openGL app. In turn-table like rotation, z-axis is not supposed to roll. But in my app z-axis rolls like anything when I try to rotate the ...
1
vote
1answer
262 views

Displaying streaming video on dynamic texture

We are working in Unity 3D on pro licence and we are faced with the task to display streaming video as a dynamic texture in out Unity3D web project. We have a standard IP-camera , which is capable of ...
4
votes
3answers
275 views

Why does Unity in 2d mode employ scaling and the default othographic size the way it does?

I previously used SFML, XNA, Monogame, etc to create 2d games, where if I display a 100px sprite on the screen, it will take up 100px. If I use 128px tiles to create a background, the first tile will ...
0
votes
0answers
86 views

How do I find the camera direction vector for 3D sound purposes? (C++, DirectX)

Question I'm trying to make a sound class for playing 3D sound effects with DirectSound and DirectX, without using DirectSound's 3D libraries. The plan is to have every game object constantly play ...
0
votes
0answers
27 views

Why doesn't my game start in landscape mode?

I want my game to run on all Android devices in LANDSCAPE_FIXED mode, but this mode works only for some screen resolutions. PORTRAIT_FIXED works well for all devices. I'm testing this on and emulator. ...
0
votes
2answers
200 views

Smooth camera movement between followed objects

I have 2d game where my camera follows the player. Simplified, it copies the player position as its own. Now I have some other object in the game, that I want to camera to follow. This is easy enough ...